#version 330 core

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;

uniform float time;
uniform float speed;
out vec3 color;
// out vec3 position;
void main()
{
	float dx = 0.3;

	float offsetX = sin(time * speed)*dx;
	gl_Position = vec4(aPos.x + offsetX, aPos.y, aPos.z, 1.0);
	color = aColor;
	//position = aPos;
}